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Calm Screen Time

What does "high-quality" screen time look like?

Every guideline says choose high-quality content. Almost none of them define it. Here's what the research points to.

By Hannah4 min read

Founder of Toddler Games, parent

"Choose high-quality content." It's in every set of screen time guidelines. The AAP says it. The UK's EYSTAG report says it. Your health visitor probably says it. What none of them do, reliably, is tell you what it actually looks like.

The Children and Screens organisation published a guide in 2025 that gets closer than most (Children and Screens, 2025). Between that and the EYSTAG report's design recommendations (Early Years Screen Time Advisory Group (EYSTAG), 2026), a clearer picture is starting to form.

Six things to look for

The Children and Screens guide identifies six qualities that tend to separate useful digital content from the rest. They're worth knowing, because they're specific enough to actually use.

Active, not passive. The child is doing something: tapping, dragging, making choices. Content where they watch and don't interact tends to produce weaker learning outcomes.

Engaging without being distracting. This is the subtle one. An app can be engaging because the child is absorbed in what they're making. Or it can be engaging because it throws confetti and plays a fanfare every four seconds. These aren't the same thing. The guide calls this the "interactivity paradox": features designed to capture attention can actually disrupt learning when they pull focus away from the core content (Children and Screens, 2025).

Meaningful. The content connects to something in the child's actual life. Making a pizza relates to food they've eaten. Washing fruit connects to kitchen routines. Abstract puzzles with no real-world counterpart tend to transfer less well.

Iterative. The app responds to what the child does, adjusting or building on their input. A fixed sequence that plays the same way regardless of the child's actions is essentially a video with extra steps.

Socially interactive. The content either involves another person (a parent, a character who responds) or creates a natural conversation hook afterwards ("What did you make?").

Joyful. The child enjoys it. This sounds obvious, but it's worth stating. If the experience is frustrating or confusing, the learning potential drops regardless of how well-designed the content is.

The pacing question

The UK's EYSTAG report adds a design-level recommendation that the Children and Screens guide doesn't emphasise as directly: choose slower-paced content with a focus on faces, limited movement, simple backgrounds, and repetition (Early Years Screen Time Advisory Group (EYSTAG), 2026).

This aligns with research showing that rapid scene changes and quick cuts use up the cognitive resources toddlers need for focus and self-control (Lillard, 2011). Slower pacing gives the brain time to process. Repetition helps consolidation. Simple backgrounds keep the focal point clear.

In practice: if the screen feels frantic to you, it's likely frantic for your kid. Content that moves at roughly the pace a toddler can follow, with pauses between actions, tends to be a better fit.

Why "educational" doesn't help

One thing the Children and Screens guide is direct about: the word "educational" on an app is meaningless. Companies self-label content as educational without oversight. There are no standardised metrics, no testing requirements, no regulation. Unlike food, which has nutrition labels, apps have nothing equivalent (Children and Screens, 2025).

This doesn't mean all self-labelled educational apps are bad. It means the label itself tells you nothing. The six criteria above are a more reliable filter than any marketing copy.

A reasonable test

Open the app. Watch for 30 seconds. Is your child doing something, or watching something? Is the pace calm or frantic? Does the feedback connect to what they just did, or is it generic celebration? Could you ask them about it afterwards?

Four yeses is a good sign. It won't guarantee the content is perfectly calibrated for your child's developmental stage. But it gets you closer than the app store description will.

For more on the pacing side of this, see slow games, calm brains.

Sources

  1. Children and Screens (2025). The Children and Screens Guide for Early Child Development and Media Use: Infants and Children Ages 0-5. Children and Screens Institute of Digital Media and Child Development. https://www.childrenandscreens.org/learn-explore/research/the-children-and-screens-guide-for-early-child-development-and-media-use-infants-and-children-ages-0-5/
  2. Early Years Screen Time Advisory Group (EYSTAG) (2026). Screen Use by Children Aged Under Five: Independent Report. UK Department for Education / Department of Health and Social Care. https://www.gov.uk/government/publications/screen-use-by-children-aged-under-5
  3. Lillard, A.S. & Peterson, J. (2011). The Immediate Impact of Different Types of Television on Young Children's Executive Function. Pediatrics, 128(4), 644-649. https://doi.org/10.1542/peds.2010-1919

Written by a parent, not a medical professional. This is general information, not health advice. If you have concerns about your kid's development, talk to your GP or paediatrician.